Assassin's Creed Syndicate .dat file
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Assassin's Creed Syndicate .dat file
Hello
I want to translate Assassin's Creed Syndicate so i extracted the .forge file with scimitar.bms then the localization file with assassins creed raw.bms but i onlu got unreadable .dat file. Is there a solution to convert it ?
I want to translate Assassin's Creed Syndicate so i extracted the .forge file with scimitar.bms then the localization file with assassins creed raw.bms but i onlu got unreadable .dat file. Is there a solution to convert it ?
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Re: Assassin's Creed Syndicate .dat file
Soda1459 wrote:Up !
if any body has kramla Tool or steve Script Script, please share it, because it can be very helpful for me to set for newer AC versions, all of Localization games files using same data or familiar data same as AC2
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Re: Assassin's Creed Syndicate .dat file
GHOST DEAD wrote:Soda1459 wrote:Up !
if any body has kramla Tool or steve Script Script, please share it, because it can be very helpful for me to set for newer AC versions, all of Localization games files using same data or familiar data same as AC2
So it's s possible to extract localization from Syndicate and other games as unity. But how can we do this ?
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Re: Assassin's Creed Syndicate .dat file
KhavitZ wrote:GHOST DEAD wrote:Soda1459 wrote:Up !
if any body has kramla Tool or steve Script Script, please share it, because it can be very helpful for me to set for newer AC versions, all of Localization games files using same data or familiar data same as AC2
So it's s possible to extract localization from Syndicate and other games as unity. But how can we do this ?
reimport is hard for me, but not impossible
if i just had kramla script, i could make it work for newer game, but no one will share even after this times
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Re: Assassin's Creed Syndicate .dat file
GHOST DEAD wrote:KhavitZ wrote:GHOST DEAD wrote:if any body has kramla Tool or steve Script Script, please share it, because it can be very helpful for me to set for newer AC versions, all of Localization games files using same data or familiar data same as AC2
So it's s possible to extract localization from Syndicate and other games as unity. But how can we do this ?
reimport is hard for me, but not impossible
if i just had kramla script, i could make it work for newer game, but no one will share even after this times
I saw you were able to extract from Origins, but what did you used ? Did you create something ? Maybe this can work on Syndicate
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Re: Assassin's Creed Syndicate .dat file
KhavitZ wrote:I saw you were able to extract from Origins, but what did you used ? Did you create something ? Maybe this can work on Syndicate
yeah, extract not a big deal dude, but hard for me, i don't know about other guy's
if you want a try on AC: Syndicate, then please extract a localization file with Delutto Forge Tool and send to me, i will try
but what did you used ?
i used forgelib code's
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Re: Assassin's Creed Syndicate .dat file
I sent it to you
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Re: Assassin's Creed Syndicate .dat file
Hey i saw u need a script or a tool. If u have a link (even if its dead now) you can try with webarchive to download it. Hope it was helpfull
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Re: Assassin's Creed Syndicate .dat file
Thank you so much !!!
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Re: Assassin's Creed Syndicate .dat file
That's amazing ! Don't you want to share what you used ? It could be tested on other games than syndicate
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Re: Assassin's Creed Syndicate .dat file
Soda1459 wrote:That's amazing ! Don't you want to share what you used ? It could be tested on other games than syndicate
it's just source dude, and i already uploaded Those source code that i used to extract in viewtopic.php?f=9&t=9138
you can use it, all Assassin's Creed Texts are same data(with a little different in Header), kinda... or somehow, (not AC1 )
not any good progress, and i don't know that i can make a text editor or not, got to try more
if anyone want a start, this source can help them. (Hooking is baddest idea for such games, because using on-load & delete mode in ClipBoard Memory, but dll hooking is good (Same Story in Localization_Package), not acting like a trainer!)
and Texts not based on Tables, actually just has a partition data (or should i say Header) with a global ID in every Start-Sector for reading better (for reading better in engine mode , like folders? don't know why!)
it's possible to edit menu text Without Touching Localizatin Packages, just with edit files in Forge (.uef Flash Files), like Bink Subtitle in Data!
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Re: Assassin's Creed Syndicate .dat file
GHOST DEAD wrote:Soda1459 wrote:That's amazing ! Don't you want to share what you used ? It could be tested on other games than syndicate
it's just source dude, and i already uploaded Those source code that i used to extract in viewtopic.php?f=9&t=9138
you can use it, all Assassin's Creed Texts are same data(with a little different in Header), kinda... or somehow, (not AC1 )
not any good progress, and i don't know that i can make a text editor or not, got to try more
if anyone want a start, this source can help them. (Hooking is baddest idea for such games, because using on-load & delete mode in ClipBoard Memory, but dll hooking is good (Same Story in Localization_Package), not acting like a trainer!)
and Texts not based on Tables, actually just has a partition data (or should i say Header) with a global ID in every Start-Sector for reading better (for reading better in engine mode , like folders? don't know why!)
it's possible to edit menu text Without Touching Localizatin Packages, just with edit files in Forge (.uef Flash Files), like Bink Subtitle in Data!
So if i want to extract localization files from any AC game i can use forgelib source ? But how can i decrypt the file when extracted from the forge file ? How can i use forgelib source to decrypt the file and make it readable ?
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Re: Assassin's Creed Syndicate .dat file
Please, how can I use the code on other games than Ezio's trilogy ? For example, I want to extractt these files from Odyssey for my wikia. How can I use the code to do it ?